Joost 't Hart wrote:
> Joost 't Hart wrote:
>   
>> Hi!
>>
>> I have been looking more specifically at what the (UCI) engine does to 
>> memory consumption.
>>
>> I start Scid. It does some preloading of stuff, I hit OK at the startup 
>> window and let the clipbase and new empty game come up.
>>
>> At the end of the scid_InitTclTk() in tkscid.ccp, Scid has eaten 
>> 23706940 bytes from the heap.
>>
>> Now I start the engine, let it spend its efforts on the start position 
>> in the game, in single variation mode.
>>
>> Each time the engine presents a new line, Game::Decode() is called 
>> several times allocating some more memory, and giving me the opportunity 
>> to drop some heap statistics in the console.
>>
>> By the time Game::Decode is called for the first time, Scid eats 
>> 26077955 bytes. So after the init function some extra 3 MB has been 
>> consumed. Never mind, the very end of initialization must be somewhere else.
>>
>> Impossible for me to understand is that Scid eats more and more memory 
>> with each line (I think even with each move in each line) the engine 
>> presents: By the time the engine suggests 1.e4 c5 at depth 15 (after 
>> some 5.4 seconds), memory consumption has gone up to 28807555 (!).
>>
>> What useful things could Scid possibly do with those costly 2MB?
>>   
>>     
>
> Needless to add that this continues all the time. When I stop the engine 
> and restart it, by the time it arrives at depth 15 again, memory 
> consumption has gone up to 31081875.
>
> ...
>   

Got it!

It is the recently added undo functionality which leaks all the memory 
in this case.

Numerous occurrences of sc_game_save_for_undo() are there, creating new 
Game objects all the time. A corresponding reset does not occur...

Why are "undo" operations required in the first place for all these 
engine thoughts?

My recommendation is to reconsider (adding) this undo stuff.

Thanks,
Joost.

>   
>> Cheers,
>> Joost.
>>
>>   
>>     
>
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